One Roll Talents II Fixed

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  • 8/9/2019 One Roll Talents II Fixed

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    x1 MONSTERBODY

    2x1 +4 BODY (+16), +2HD Heavy Armor (+24), +2HD

    Brawl (+4), +2d Endurance (+2),

    +2d Athletics (+2)

    3x1 +3HD BODY (+24)

    4x1 +2HD Extra Tough (+20), +1d Hyperbody (+4)

    5x1 +2d Regeneration (+10), +2HD Light Armor (+12),

    +1 Block & Endurance (+2)

    x2 FLIGHT

    2x2 +8d+WD Flight (+48)

    3x2 Flight Booster, +1/die (+12), +2HD Light Armor

    (+12) (cause honestly, at around 500 mph, youre

    going to need to worry about skin abrasion,

    if not an air supply)

    4x2 +2HD Immune

    +2HD Light Armor (+12)

    5x2 Flight Mass Capacity (+24)

    x3 SNEAKY

    2x3 +10d Invisibility (+50) Intrinsic incapacitating

    Allergy to some uncommon substance (-2)

    3x3 +WD in Empathy, Scrutinize, Perceive, Stealth,

    Dodge and Lie (+4 each for +24)

    4x3 +4d Illusions (+24)

    5x3 +4d Illusions (+24)

    x4 TELEKINESIS

    2x4 +1d+WD Telekinesis (+50) Intrinsic incapacitating

    Allergy to some uncommon substance (-2)

    3x4 +1d Telekinesis (+10), TK Spray 1 (+6),

    TK Booster 1 (+6), remove the Intrinsic Allergy (+2)

    4x4 +2d Telekinesis (+22), +2 Willpower (+2)

    5x4 TK Non-Physical (+16), TK Subtle (+8)

    If you saw the last One Roll Talents doodad, you know how this one works. You roll 9d,

    matches give you powers from the charts, singles go to life events ranging from the quo-

    tidian (Blue 1) to the bizarre (Blue 5). Each die is 24 points, so if you want a more power-

    sure you have at least 1 in each Stat, and pick up any Permissions you need.(No permissions are included with the sets, so watch out.) All Stats are capitalized. Un-

    less unless otherwise noted, all Stats and Skills are Hyper in the Set charts, and are native

    in the Events charts. Go!

    x5 POWER BLAST

    2x5 +10d Harm (+20), Harm Defends (+20), Controlled

    uncommon substance (-2)

    3x5 Harm Spray 2 (+20), remove the Intrinsic Allergy

    (+2), +2 Willpower (+2)

    4x5 Harm Go First 2 (+20), +1 Willpower (+1),

    +1 Base Will (+3)

    5x5 Harm Penetration 2 (+20), +1 Willpower (+1),

    +1 Base Will (+3)

    x6 DEVIOUS MANIPULATOR

    2x6 +8d+WD Command (+48)

    3x6 +2d+WD Charm (+24)

    4x6 +6d Puppet (+24)

    5x6 +4d+WD Empathy (+8), +WD in Lie, Leadership

    and Persuasion (+12 total), +4d Perform (+4)

    x7 Oracle

    2x7 +6d Telepathy (+48)

    3x7 +2d Telepathy (+16), +4d Precognition (+8)

    4x7 +4d Perceive (Variable) (+24)

    5x7 +3d Perceive (Variable (+18), +3d Precognition (+6)

    2x8 +6d Control (______) with Range Extra (+48)

    3x8 +4d Create (______) (+24)

    4x8 +4d Create (______) (+24)

    5x8 +3d Control (______) (+24)

    x9 GOT ALL THE TOYS

    2x9 The Awesome Wagon: This is a vehicle with +10d

    The crowning touch is +8d Unconventional Move

    One Roll Talents II

    SETS

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    submarine or acar that can drive on walls or

    hell, I dont know.

    3x9 The Minionizer: Whatever this gadget is, it

    summons (or produces) a squad of competent,

    autonomous entities. Me, I picture it as an alien

    radio that summons a drop-pod of robots from a

    cloaked orbital factory, but it could just as well be a

    gnomes of the earth. However it works, its

    +10d+2HD in a Focus with the Flaws Immutable

    and Irreplaceable, but the Extra

    Indestructible (+24).

    4x9 Polyadaptive Suit: You put it on and it protects you

    you youre out of luck. Its +2HD Immune with the

    Variable Extra and the Focus Flaw. (+24)

    5x9 Temporal Interference Generator: You aim thisgadget at something and that something suddenly

    has a lot of trouble moving. This could be due to

    be a high tech net. (Actually, I like the idea of a self-

    x10 PERFECTION

    2x10 +2d to each Stat (+48)

    3x10 +1d to each Stat (+24)

    4x10 +1d to each Stat (+24)5x10 +1d to each Stat (+24)

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    BLUE I

    1. Librarian +1 MIND, SENSE,

    CHARM, +3 Research, +1 Scrutiny, +1

    Willpower

    2. Pilot +1 COORD., SENSE, MIND,

    +3 Pilot _____, +1 Navigation,

    +1 Willpower

    3. Cop +1 BODY, SENSE, COMM.,

    +1 Willpower, Brawl, Dodge, Pistol,Stability

    4. Laborer +1 BODY, COORD., SENSE,

    +2 Endurance, +2 Athletics,

    +1 Willpower

    5. Crook +1 COORD., SENSE, BODY,

    +1 Willpower, Streetwise, Security

    Systems, Stealth, Scrutiny

    6. Journalist +1 CHARM, SENSE,COMMAND, +1 Willpower, Empathy,

    Scrutiny, Research, Interrogate

    7. Accountant +2 MIND, +1 COMM.,

    +2 Knowledge (Finance) +1 Research,

    Stability, Willpower

    8. Entertainer +1 COMM., CHARM,

    COORD., +1 Willpower, Persuade,

    +3 Perform

    9. Naturalist +1 SENSE, MIND, BODY,

    +1 Willpower, Survival, First Aid,

    +2 Knowledge (Nature)

    10. Server +1 COORD., SENSE,

    CHARM, +2 Perception, +1 Persuasion,

    Streetwise, Willpower

    BLUE III

    1. Orphaned +1 MIND, COMM.,

    +2 Streetwise, Lie, Stability, +1 Survival

    2. Mysterious Benefactor Sent You to

    Med School +1 MIND, COMM.,

    +4 First Aid, +3 Medicine

    3. Secret Admirer +1 COMM.,

    CHARM, +3 Persuade, +2 Empathy,

    Perform

    4. Living a Lie +1 CHARM, MIND,

    +4 Lie, +3 Stealth

    5. Tormented by Guilt! +1 COM-

    MAND, CHARM, +2 Brawl, Firearms,

    Stability, +1 Melee

    6. Adopted +1 BODY, COORD., +2

    Language, +2 Stability,

    +3 Knowledge (____)

    7. Hellraiser +1 BODY, CHARM, +2

    Drive, +1 Endurance, Brawl, Lie,

    Security Systems, Persuade

    8. Wronged and Thirsty For Revenge!

    +1 BODY, COMM.,

    9. Unjustly Convicted +1 BODY, CO-

    ORD., +1 Athletics, Brawl, Endurance,

    Stability, Intimidation, +2 Perception

    10. Star Crossed Love +1 CHARM,

    MIND, +2 Athletics, Persuasion,

    +3 Empathy

    BLUE V

    1. Semi-human +1+2D HYPERCO-

    ORD., +2HD HYPERBODY,

    +2 Scrutiny, Intrinsic: Inhuman

    2. Angel Blessed +2d Aces

    3. International Spy +2d Dodge, Drive,

    Pistol, Lockpick, Stealth, Scrutiny

    4. Amnesia, +8 Base Will

    5. Evil Twin With Equal or Opposite

    Superpowers, +4d Perception,

    Persuasion, Block

    6. Alien Origin +1d to all Stats,

    Inhuman Intrinsic, +1d Language:

    English

    7. Stranded Time Traveler From the

    Future +8d Precognition (aka vaguelyremembered history) +4d Knowledge

    (Engineering)

    8. Automaton +2d Hyperstat to each

    Stat except CHARM, the Intrinsics In-

    human and No Base Will, +2d Hyper-

    language: English

    9. Spirit Advisor +4d Sidekick

    +2COMM., +3 Brawl, Leadership,

    +1 Knowledge (Death Ray Repair)

    EVENTS